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dndmaster feels that he isn't quite up with the rules at this stage so he'll be giving it a miss for now.

So far we have three, I'll leave it at least another few days before closing entries though.

GBVenkman, your Dex is 12, Rapid Strike requires a Dex of 13. What did you want to change? It may come out in a later book that you can take the feat, but suffer -5 to hit rather than -2 if your Dex isn't 13+, so we can go that way if you want.

Also, could each of you PM me a brief description & history? As specific as you like.

dndmaster feels that he isn't quite up with the rules at this stage so he'll be giving it a miss for now.

So far we have three, I'll leave it at least another few days before closing entries though.

GBVenkman, your Dex is 12, Rapid Strike requires a Dex of 13. What did you want to change? It may come out in a later book that you can take the feat, but suffer -5 to hit rather than -2 if your Dex isn't 13+, so we can go that way if you want.

Also, could each of you PM me a brief description & history? As specific as you like.

ahh, thanks. I switched from going dex to str while typing the character up, so I over looked that. I edited the above post by making my int 12 and dex 13. I'll get that history going asap.

All right, thanks to the Inquistor I got the rulebook and am pretty sure I got it down enough to make my character and keep up as we go along the game...let me know about any mistakes and I'll get that description out in a day or less I hope. Also I thought it would be okay to get a double lightsaber to start but feel free to tell me otherwise...

All right, thanks to the Inquistor I got the rulebook and am pretty sure I got it down enough to make my character and keep up as we go along the game...let me know about any mistakes and I'll get that description out in a day or less I hope. Also I thought it would be okay to get a double lightsaber to start but feel free to tell me otherwise...

-You should have 5 force points instead of 6. you get 5 + 1/2 your level (round down)
-Your initiative at the top should be the same as your skill mod = +6.
-You get to select one bonus language for having an Int of 12.
-Your grapple should be +3. you add your BaB + Str mod or Dex mod, whichever is higher.
-Don't forget that you are at -2/-2 if you attack with both ends of your double lightsaber in one round. Dual Weapons I only reduces the penalty down to -5 for each attack.
-You don't have the deflect talent so you shouldn't have the deflect Special Actions.
-Your Use the Force skill should be +5.

Everything else looks okay.

Last edited by Inquisitor Tremayne; 04-22-2008 at 04:27 PM.

"I'm afraid it is you who are mistaken. About a great, many things."

"It is not the rules that make or break a game, it's the GM and the players."

Also I thought it would be okay to get a double lightsaber to start but feel free to tell me otherwise...

You start play with a Lightsaber provided by your master. At this level you would not be advanced enough to handle a double Lightsaber in my opinion, in addition to the problem of obtaining one. Make it a normal Lightsaber and you're fine.

That said, if you want to keep Dual Weapon I, then your character is obviously training toward it and I'm sure your master will take note of that.

Also, feel free to have your Jedi start at an age older than teens if it fits your character. I liked the way Luke had to track down apprentices who were already older, and I think it would take hundreds of years of peace before the order ever got back to the stage where they could span the galaxy taking force potentials away at infancy, although it would be more common after the New Jedi Order period.